Subtle Changes

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    mr_no_face
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    Subtle Changes

    Post by mr_no_face on Tue May 07, 2013 4:08 pm

    As Dark Souls 2 approaches, people are thinking of wild ideas they would like to see in the new game. Honestly I really just wanna see a bunch of little changes such as : More in depth blood stain death replays, or more in depth phantoms as they phase in and out of your game. Also Flaming weapons ... why aren't they on fire lol. Like the Great Lord Greatsword ...if Gwyn can use it while it's on fire why can't we x(. Also I toyed with the idea of different transition of summoning rather than a loading screen. Maybe a ray of light shines and transports you or a pit of darkness engolfs you . something like that.


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    Re: Subtle Changes

    Post by Serious_Much on Tue May 07, 2013 5:29 pm

    I think to be honest changes like that should happen anyway. That's just polishing rather than actual 'change'

    I think in any sequel it is important to show progression- addition of new features, exploring the gameplay in a slightly altered light, development of how story is told, more world interaction etc. There's lots of things they can do.

    We've already been told about a few things:

    Gameplay- general improvement- movement, enemy AI, bow usage, parries of thrown objects

    Story- more direct story telling, seemingly to me a greater focus on story as well as surrounding lore

    World interaction- torches, those stones used to open up certain paths/areas, alledgedly more variety of ways to die

    ^Changes like that are what I like in a sequel. Things that don't change the fundamentals of the game, but additions that build upon and even reinforce the core values of the game series.

    I agree with you however, to the extent that some crazy ridiculous changes could upset the game, but I feel like I can trust the devs not to go overboard, or simplify the game like what happened in Skyrim.


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    Re: Subtle Changes

    Post by twigsterxd on Tue May 07, 2013 5:29 pm

    I like the teleport idea with this little tweak. If they bring back the covenants, the way you teleport depends on your covenant. For example, WoW cov would do your ray of light idea, Dark wraith could be a dark hand grabbing you and pulling you into the depths.


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    Re: Subtle Changes

    Post by A Fierce Plankton on Tue May 07, 2013 6:21 pm

    I don't think consoles would be able to have an in-game animation instead of a loading screen.
    But I agree with Serious. As he said, these kind of small, non-important graphical improvements are to be expected in any sequel. There is a large gap between adding to the already existing gameplay and changing it completely, and I would like to see more significant differences than what you just mentioned.
    Otherwise, it may get stagnated and obviously too easy.If they add no new mechanics,since most of the dks 2 buyers will be veterans the only difficulty will be in observing and learning the new enemies,instead of learning the game itself.


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    Re: Subtle Changes

    Post by mr_no_face on Tue May 07, 2013 7:38 pm

    maybe the cut scene like animation of the ray of light or the dark hand taking the player could be the loading screen many games use cut scenes to hide the traditional laoding screen


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    Re: Subtle Changes

    Post by mr_no_face on Tue May 07, 2013 7:52 pm

    I just thought about how some enemies wear their shields with the pointed end down, such as the black nights. They also use that to punch your shield breaking your guard . i think we should be able to do that . Choose the position of the shield. Have an attack like the leaping attack ( forward+ R2) with the shield it could be this punching motion or elbow drive like the crystal hallows. it could mapped like the leaping attack onto the controls


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    Re: Subtle Changes

    Post by twigsterxd on Wed May 08, 2013 9:59 am

    mr_no_face wrote:maybe the cut scene like animation of the ray of light or the dark hand taking the player could be the loading screen many games use cut scenes to hide the traditional laoding screen
    I was just gonna say that lol. Use an fmv or cut scene the same way they do in demons when you become the monk. Both players see the scene and the host doesn't know they fighting a person until scene is over. They could code it this way; person invades so they see a cut scene of a dark hand or whatever cov they in. Host being invaded sees a different scene so that they know someone is coming. Keeping in mind ALL cut scenes have to be the same time value. ex. 30 sec. per scene
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    Re: Subtle Changes

    Post by mr_no_face on Wed May 08, 2013 2:18 pm

    well the host world doesn't see a cutscene in the games now so why would they see anything ;O it would just interrupt the game


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